using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using trainstorm.BaseClass;
using trainstorm.CoreClass;
using trainstorm.InstanceClass;

namespace trainstorm
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
		public const int screenHeight = 800;
		public const int screenWidth = 480;
        public GraphicsDeviceManager graphics;
		public SpriteFont font;
		InstanceManager insManager;
		GestureSample gestureSensor;
        SpriteBatch spriteBatch;
		BaseScreen screen;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
			graphics.SupportedOrientations = DisplayOrientation.Portrait;
			graphics.PreferredBackBufferHeight = screenHeight;
			graphics.PreferredBackBufferWidth = screenWidth;
			graphics.IsFullScreen = true;
			TouchPanel.EnabledGestures = GestureType.Tap | GestureType.Flick;

			Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
			base.Initialize();

			// TODO: Add your initialization logic here
			screen = new SplashScreen(this, this.Content.Load<Texture2D>("Background"), this.Content.Load<Texture2D>("Background"));
			//gestureSensor = TouchPanel.ReadGesture();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
			spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
			font = this.Content.Load<SpriteFont>("font");
			insManager = new InstanceManager();
			insManager.initManager(this.Content);
		}

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
			if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
			{
				//if (screen is GameScreen)
				//{
				//    setScreen(new MenuScreen(this));
				//}
				//else
				//{
					this.Exit();
				//}
			}

            // TODO: Add your update logic here
			screen.Update(this, gameTime);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
			spriteBatch.Begin();

            // TODO: Add your drawing code here
			screen.Draw(spriteBatch);
            base.Draw(gameTime);
			spriteBatch.End();
        }
		public void setScreen(BaseScreen newScreen)
		{
			this.screen = newScreen;
		}
		public InstanceManager getInsManager()
		{
			return insManager;
		}
		public GestureSample getGesture()
		{
			return gestureSensor;
		}
	}
}
